"Did you hear about the Vita? It's dead." That was a friend's greeting on Friday morning. (Actually, he started off by asking if I'd brought in any Pop-Tarts. The Vita came second, but lead to a more interesting discussion.)
The Eurogamer Expo may be better known for the bigger games on the show floor and the star-packed developer sessions, but one of my favourite aspects is always the Indie Games Arcade. It's where I first got to see and play stuff like Frozen Synapse and VVVVVV, and this year I helped regular curator David Hayward and the Rock, Paper, Shotgun guys decide what should go into the 2012 line-up.
I spent the weekend at the island.
I had a friend who had synaesthesia. Sounds would form a iridescent fog over her vision, with different sounds creating different colours, and multiple sounds layering over one another; blue could be shot through with silver, or pockets of red would flare in a brown malaise. Most of the time, she said it was actually quite pleasant, as though she was seeing an extra layer to sound that was unique to her. Most of the time, it made her feel special.
Sometimes, when there was too much sound, or too many that conflicted, it would overwhelm. It would make it difficult to see, and difficult to think, with this violent storm of colour covering everything. It was only at those times that she ever claimed to 'suffer' from synaesthesia.
Proteus, a procedural exploration game by Ed Key, doesn't let you see what you hear. It lets you hear what you see.